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Old 05-18-2011, 09:30 AM
klem's Avatar
klem klem is offline
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Quote:
Originally Posted by Ataros View Post
Sample shows moving frontline and changing spawnpoints from red to blue and vice versa based on trigger (flyby above an airfield).

Can someone program a small 3 airfields battle based on it? Say a middle airfield becomes red or blue based on which tanks remain alive after taking the airfield. Then spawn new groups of tanks in say 20 minutes for a new round.

Code:
......................................
Hi Ataros

I'm slowly getting to grips with this

I have a script for generating sub-missions, messages etc., and want to start a later flight in the same mission to make a second later attack on a convoy in the same mission but I can't seem to set a later start time in FMB Object Viewer. There's no way to change it from the main mission start time of 12:00 (which seems a bit daft). Can I script a start time for a planned mission or perhaps a spawn, aircraft. waypoints etc? I tried to follow your moving front line and army changes but I can't see how to make it work for a new flight.
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Old 05-18-2011, 09:44 AM
Ataros Ataros is offline
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Quote:
Originally Posted by klem View Post
to start a later flight in the same mission to make a second later attack on a convoy in the same mission but I can't seem to set a later start time in FMB Object Viewer. There's no way to change it from the main mission start time of 12:00 (which seems a bit daft). Can I script a start time for a planned mission or perhaps a spawn, aircraft. waypoints etc?
I load delayed groups only with this submission loading script and do not know a better solution yet. http://forum.1cpublishing.eu/showpos...6&postcount=95

You can try setting both a timedelay trigger and action (with the same name as trigger) in FMB in script menu but it did not work for me if I used other scripts with this mission.

Maybe you can set only an "action" in FMB in script menu and then run it with a script with action.Do as in this example but delayed in time. Just guessing here.
Code:
        AiAction action = GamePlay.gpGetAction(ActorName.Full(missionNumber, shortName));
        if (action != null)
            action.Do();
It was a revelation for me that triggers (and probably actions) are stored in a mission file but not in a script. My bad

Last edited by Ataros; 05-18-2011 at 09:47 AM.
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